Object materials

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Object materials is a system that allows various objects to generate as a different material from their ordinary base material. It was first introduced by NetHack brass, and L later made it into a patch. Variants that incorporate some kind of object materials include GruntHack and dNetHack.

The information on this page is taken from GruntHack's version of object materials.

A version of the object materials patch (different from GruntHack's implementation can be found here.

A user has suggested improving this page or section as follows:

"Add a section describing what unusual properties might come from different-material objects. For example, flesh objects can be eaten."

Generation

Base objects Converts to Probability (%)
Iron non-dwarvish weapons, weapon-tools, and armor Iron 80
Wood 5
Silver 5
Copper 3
Mithril 3
Gold 1
Bone 1
Glass 1
Plastic 1
Wooden non-elven non-dwarvish weapons, weapon-tools, armor, chests, and large boxes Wood 80
Stone 10
Iron 5
Bone 3
Copper 1
Silver 1
Cloth or leather armor Cloth 60
Leather 33
Paper 6
Flesh 1
Dwarvish armor: dwarvish helms, chain mails, cloaks, and roundshields; and weapons: dwarvish spears, short swords, and mattocks Iron 85
Mithril 10
Copper 2
Silver 1
Gold 1
Platinum 1
Elven weapons and elven shields Wood 80
Copper 10
Mithril 5
Silver 3
Gold 2
Elven chain mails and helms Copper 80
Mithril 20

Weights of different materials

When calculating an object's base weight, its weight is multiplied by a factor of current material multiplier / base object material multiplier, where the multipliers are:

Material Multiplier
Liquid 1
Wax 1
Veggy 1
Flesh 1
Paper 1
Cloth 2
Leather 3
Wood 4
Bone 5
Dragonhide 2
Iron 12
Metal 12
Copper 10
Silver 12
Gold 14
Platinum 10
Mithril 6
Plastic 3
Glass 5
Gemstone 16
Mineral 14

Effect on AC

When calculating a piece of armor's total AC, a material bonus is calculated, which is usually current material AC - base armor material AC. If this material bonus is negative, it will decrease the base AC of the armor, to a minimum of 0. Thus, higher material AC is better. The material AC values are:

Material Material AC
Liquid -5
Wax -4
Veggy -4
Flesh -2
Paper -4
Cloth -3
Leather -2
Wood -1
Bone +1
Dragonhide +5
Iron 0
Metal 0
Copper -1
Silver 0
Gold -2
Platinum -1
Mithril 0
Plastic -2
Glass 0
Gemstone +2
Mineral +3

Cost

When calculating the base cost of an object, the cost is multiplied by a factor of current material cost multiplier / base object material cost multiplier. The multipliers are:

Material Multiplier
Liquid 1
Wax 1
Veggy 1
Flesh 3
Paper 2
Cloth 3
Leather 5
Wood 8
Bone 20
Dragonhide 200
Iron 10
Metal 10
Copper 10
Silver 30
Gold 30
Platinum 30
Mithril 32
Plastic 10
Glass 20
Gemstone 500
Mineral 10